Hey, I was wondering if anyone knows how epic setup their render settings to get those nice looking clay type renders on their highpoly models? I really like how they look, and how they bring out the details. For Example: Thanks in advance :poly136:
today i called rtt in munich, to apply for a internship and totally forgot to mention my 6 years experience in modeling, surfacing and animating certainly i didn't get the job (they offered me a job in the it sector to installcomputers and stuff which really sucks) my brother who works there and told me to do the…
I was stoked to get in on this, but found out I was doing a weekend crunch the day before the match. :( I hear good times were had by all, though. :) http://www.escapistmagazine.com/articles/view/editorials/misc/7830-Epic-vs-Red-Storm-Paintball Any other studios near each other do things like this?
Hi @Eric Chadwick , after some test the problem coming for the "Cull back faces". Should I duplicate the faces instead of disable the cull back face ? and thanks again for this epic support dude !
Yeah Erik! Il try your method, and Eric im just rendering the low poly there is no high poly but Il remmber that for when I do a normal map thingy cheers both of you
I had the chance to talk with Kevin Johnstone recently about his past & present career as an artist for Epic Games, his beginnings as an artist and why he's been so shy to the community these past few years. Kevin has been an artist at Epic Games now for nearly 7 years. Not only has he worked on Unreal Tournament 3, the…
So I was looking at the Epic Citadel map and noticed that they used static meshes for everything. The one thing that it's bugging me is how they created the outside paths/cliffs. The meshes are HUGE, and they used a tileable texture(which is understandable), and I'm also assuming they used mesh paint to create it, but if…